/* bzflag
 * Copyright (c) 1993-2020 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

// Interface
#include "ConeObstacle.h"

// System headers
#include <math.h>
#include <assert.h>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>

// Common headers
#include "global.h"
#include "Pack.h"
#include "PhysicsDriver.h"
#include "MeshTransform.h"

#include "MeshUtils.h"

const char* ConeObstacle::typeName = "ConeObstacle";


ConeObstacle::ConeObstacle()
{
    return;
}


ConeObstacle::ConeObstacle(const MeshTransform& xform,
                           const float* _pos, const float* _size,
                           float _rotation, float _sweepAngle,
                           const float _texsize[2], bool _useNormals,
                           int _divisions, const BzMaterial* mats[MaterialCount],
                           int physics, bool bounce, bool drive, bool shoot, bool rico)
{
    // common obstace parameters
    memcpy(pos, _pos, sizeof(pos));
    memcpy(size, _size, sizeof(size));
    angle = _rotation;
    ZFlip = false;
    driveThrough = drive;
    shootThrough = shoot;
    ricochet     = rico;

    // arc specific parameters
    transform = xform;
    divisions = _divisions;
    sweepAngle = _sweepAngle;
    phydrv = physics;
    smoothBounce = bounce;
    useNormals = _useNormals;
    memcpy(texsize, _texsize, sizeof(texsize));
    memcpy(materials, mats, sizeof(materials));

    finalize();

    return;
}


ConeObstacle::~ConeObstacle()
{
    return;
}


Obstacle* ConeObstacle::copyWithTransform(const MeshTransform& xform) const
{
    MeshTransform tmpXform = transform;
    tmpXform.append(xform);

    ConeObstacle* copy =
        new ConeObstacle(tmpXform, pos, size, angle, sweepAngle,
                         texsize, useNormals, divisions,
                         const_cast<const BzMaterial**>(materials), phydrv,
                         smoothBounce, driveThrough, shootThrough, ricochet);
    return copy;
}


const char* ConeObstacle::getType() const
{
    return typeName;
}


const char* ConeObstacle::getClassName() // const
{
    return typeName;
}


bool ConeObstacle::isValid() const
{
    return true;
}


void ConeObstacle::finalize()
{
    return;
}


MeshObstacle* ConeObstacle::makeMesh()
{
    MeshObstacle* mesh;
    bool isCircle = false; // angle of 360 degrees
    const float minSize = 1.0e-6f; // cheezy / lazy

    // absolute the sizes
    float sz[3];
    sz[0] = fabsf(size[0]);
    sz[1] = fabsf(size[1]);
    sz[2] = fabsf(size[2]);

    // validity checking
    if ((sz[0] < minSize) || (sz[1] < minSize) || (sz[2] < minSize) ||
            (fabs(texsize[0]) < minSize) || (fabs(texsize[1]) < minSize))
        return NULL;

    // adjust the texture sizes
    float texsz[2];
    memcpy (texsz, texsize, sizeof(float[2]));
    if (texsz[0] < 0.0f)
    {
        // unless you want to do elliptic integrals, here's
        // the Ramanujan approximation for the circumference
        // of an ellipse  (it will be rounded anyways)
        const float circ =
            (float)M_PI * ((3.0f * (sz[0] + sz[1])) -
                           sqrtf ((sz[0] + (3.0f * sz[1])) * (sz[1] + (3.0f * sz[0]))));
        // make sure it's an integral number so that the edges line up
        texsz[0] = -floorf(circ / texsz[0]);
    }
    if (texsz[1] < 0.0f)
        texsz[1] = -(sz[2] / texsz[1]);

    // setup the angles
    float r = angle;
    float a = sweepAngle;
    if (a > +360.0f)
        a = +360.0f;
    if (a < -360.0f)
        a = -360.0f;
    a *= DEG2RADf; // convert to radians
    if (a < 0.0f)
    {
        r = r + a;
        a = -a;
    }

    // more validity checking
    if (divisions <= (int) ((a + minSize) / M_PI))
        return NULL;

    if (fabsf ((float)M_PI - fmodf (a + (float)M_PI, (float)M_PI * 2.0f)) < minSize)
        isCircle = true;

    // setup the coordinates
    std::vector<char> checkTypes;
    std::vector<glm::vec3> checkPoints;
    std::vector<glm::vec3> vertices;
    std::vector<glm::vec3> normals;
    std::vector<glm::vec2> texcoords;
    glm::vec3 v, n;
    glm::vec2 t;

    // add the checkpoint (one is sufficient)
    if (isCircle)
    {
        v[0] = pos[0];
        v[1] = pos[1];
    }
    else
    {
        const float dir = r + (0.5f * a);
        v[0] = pos[0] + (cosf(dir) * sz[0] * 0.25f);
        v[1] = pos[1] + (sinf(dir) * sz[1] * 0.25f);
    }
    v[2] = pos[2] + (0.5f * sz[2]);
    checkPoints.push_back(v);
    checkTypes.push_back(MeshObstacle::CheckInside);

    int i;
    const float astep = a / (float) divisions;

    for (i = 0; i < (divisions + 1); i++)
    {
        float ang = r + (astep * (float)i);
        float cos_val = cosf(ang);
        float sin_val = sinf(ang);

        // vertices
        if (!isCircle || (i != divisions))
        {
            float delta[2];
            // vertices (around the edge)
            delta[0] = cos_val * sz[0];
            delta[1] = sin_val * sz[1];
            v[0] = pos[0] + delta[0];
            v[1] = pos[1] + delta[1];
            v[2] = pos[2];
            vertices.push_back(v);
            // normals (around the edge)
            if (useNormals)
            {
                // the horizontal normals
                n[0] = cos_val / sz[0];
                n[1] = sin_val / sz[1];
                n[2] = 1.0f / sz[2];
                // normalize
                float len = (n[0] * n[0]) + (n[1] * n[1]) + (n[2] * n[2]);
                len = 1.0f / sqrtf(len);
                n[0] *= len;
                n[1] *= len;
                n[2] *= len;
                normals.push_back(n);
            }
        }

        // texture coordinates (around the edge)
        t[0] = texsz[0] * (0.5f + (0.5f * cosf(ang)));
        t[1] = texsz[1] * (0.5f + (0.5f * sinf(ang)));
        texcoords.push_back(t);
    }

    // the central normals
    if (useNormals)
    {
        for (i = 0; i < divisions; i++)
        {
            float ang = r + (astep * (0.5f + (float)i));
            // the horizontal normals
            n[0] = cosf(ang) / sz[0];
            n[1] = sinf(ang) / sz[1];
            n[2] = 1.0f / sz[2];
            // normalize
            float len = (n[0] * n[0]) + (n[1] * n[1]) + (n[2] * n[2]);
            len = 1.0f / sqrtf(len);
            n[0] *= len;
            n[1] *= len;
            n[2] *= len;
            normals.push_back(n);
        }
    }

    // the central coordinates
    v[0] = pos[0];
    v[1] = pos[1];
    v[2] = pos[2];
    vertices.push_back(v); // bottom
    v[2] = pos[2] + sz[2];
    vertices.push_back(v); // top
    t[0] = texsz[0] * 0.5f;
    t[1] = texsz[1] * 0.5f;
    texcoords.push_back(t);

    // for the start/end faces
    if (!isCircle)
    {
        t[0] = texsz[0] * 0.0f;
        t[1] = texsz[1] * 0.0f;
        texcoords.push_back(t);
        t[0] = texsz[0] * 1.0f;
        t[1] = texsz[1] * 0.0f;
        texcoords.push_back(t);
        t[0] = texsz[0] * 1.0f;
        t[1] = texsz[1] * 1.0f;
        texcoords.push_back(t);
        t[0] = texsz[0] * 0.0f;
        t[1] = texsz[1] * 1.0f;
        texcoords.push_back(t);
    }

    // setup the face count
    int fcount = (divisions * 2);
    if (!isCircle)
    {
        fcount = fcount + 2; // add the start and end faces
    }

    mesh = new MeshObstacle(transform, checkTypes, checkPoints,
                            vertices, normals, texcoords, fcount,
                            false, smoothBounce, driveThrough, shootThrough, ricochet);

    // now make the faces
    int vlen;
    if (isCircle)
        vlen = divisions;
    else
        vlen = divisions + 1;

    std::vector<int> vlist;
    std::vector<int> nlist;
    std::vector<int> tlist;

    const int vtop = vlen + 1;
    const int vbot = vlen;
    const int tmid = divisions + 1;
    const int t00 = (divisions + 1) + 1 + 0;
    const int t10 = (divisions + 1) + 1 + 1;
    const int t11 = (divisions + 1) + 1 + 2;
    const int t01 = (divisions + 1) + 1 + 3;

    for (i = 0; i < divisions; i++)
    {

// handy macros
#define V(x) (((x) + i) % vlen)  // edge
#define NE(x) (((x) + i) % vlen) // edge
#define NC(x) (vlen + i)     // center
#define T(x) ((x) + i)     // edge
#define TI(x) (divisions - T(x)) // edge, backwards

        // edge
        push3Ints(vlist, vtop, V(0), V(1));
        if (useNormals) push3Ints(nlist, NC(0), NE(0), NE(1));
        push3Ints(tlist, tmid, T(0), T(1));
        addFace(mesh, vlist, nlist, tlist, materials[Edge], phydrv);
        // bottom
        push3Ints(vlist, vbot, V(1), V(0));
        push3Ints(tlist, tmid, TI(1), TI(0));
        addFace(mesh, vlist, nlist, tlist, materials[Bottom], phydrv);
    }

    if (!isCircle)
    {
        // start face
        push3Ints(vlist, vbot, 0, vtop);
        push3Ints(tlist, t00, t10, t01);
        addFace(mesh, vlist, nlist, tlist, materials[StartFace], phydrv);
        // end face
        push3Ints(vlist, vlen - 1, vbot, vtop);
        push3Ints(tlist, t00, t10, t11);
        addFace(mesh, vlist, nlist, tlist, materials[EndFace], phydrv);
    }

    // wrap it up
    mesh->finalize();

    if (!mesh->isValid())
    {
        delete mesh;
        mesh = NULL;
    }
    return mesh;
}


float ConeObstacle::intersect(const Ray&) const
{
    assert(false);
    return -1.0f;
}

void ConeObstacle::get3DNormal(const float*, float*) const
{
    assert(false);
    return;
}

void ConeObstacle::getNormal(const float*, float*) const
{
    assert(false);
    return;
}

bool ConeObstacle::getHitNormal(const float*, float, const float*, float,
                                float, float, float, float*) const
{
    assert(false);
    return false;
}

bool ConeObstacle::inCylinder(const float*,float, float) const
{
    assert(false);
    return false;
}

bool ConeObstacle::inBox(const float*, float, float, float, float) const
{
    assert(false);
    return false;
}

bool ConeObstacle::inMovingBox(const float*, float, const float*, float,
                               float, float, float) const
{
    assert(false);
    return false;
}

bool ConeObstacle::isCrossing(const float* UNUSED(p), float UNUSED(_angle),
                              float UNUSED(dx), float UNUSED(dy), float UNUSED(height),
                              float* UNUSED(_plane)) const
{
    assert(false);
    return false;
}


void *ConeObstacle::pack(void *buf) const
{
    buf = transform.pack(buf);
    buf = nboPackVector(buf, pos);
    buf = nboPackVector(buf, size);
    buf = nboPackFloat(buf, angle);
    buf = nboPackFloat(buf, sweepAngle);
    buf = nboPackInt(buf, divisions);
    buf = nboPackInt(buf, phydrv);

    int i;
    for (i = 0; i < 2; i++)
        buf = nboPackFloat(buf, texsize[i]);
    for (i = 0; i < MaterialCount; i++)
    {
        int matindex = MATERIALMGR.getIndex(materials[i]);
        buf = nboPackInt(buf, matindex);
    }

    // pack the state byte
    unsigned char stateByte = 0;
    stateByte |= isDriveThrough() ? (1 << 0) : 0;
    stateByte |= isShootThrough() ? (1 << 1) : 0;
    stateByte |= smoothBounce     ? (1 << 2) : 0;
    stateByte |= useNormals       ? (1 << 3) : 0;
    stateByte |= ricochet  ? (1 << 4) : 0;
    buf = nboPackUByte(buf, stateByte);

    return buf;
}


const void *ConeObstacle::unpack(const void *buf)
{
    int32_t inTmp;
    buf = transform.unpack(buf);
    buf = nboUnpackVector(buf, pos);
    buf = nboUnpackVector(buf, size);
    buf = nboUnpackFloat(buf, angle);
    buf = nboUnpackFloat(buf, sweepAngle);
    buf = nboUnpackInt(buf, inTmp);
    divisions = int(inTmp);
    buf = nboUnpackInt(buf, inTmp);
    phydrv = int(inTmp);

    int i;
    for (i = 0; i < 2; i++)
        buf = nboUnpackFloat(buf, texsize[i]);
    for (i = 0; i < MaterialCount; i++)
    {
        int32_t matindex;
        buf = nboUnpackInt(buf, matindex);
        materials[i] = MATERIALMGR.getMaterial(matindex);
    }

    // unpack the state byte
    unsigned char stateByte;
    buf = nboUnpackUByte(buf, stateByte);
    driveThrough = (stateByte & (1 << 0)) != 0;
    shootThrough = (stateByte & (1 << 1)) != 0;
    smoothBounce = (stateByte & (1 << 2)) != 0;
    useNormals   = (stateByte & (1 << 3)) != 0;
    ricochet     = (stateByte & (1 << 4)) != 0;

    finalize();

    return buf;
}


int ConeObstacle::packSize() const
{
    int fullSize = transform.packSize();
    fullSize += sizeof(float[3]);
    fullSize += sizeof(float[3]);
    fullSize += sizeof(float);
    fullSize += sizeof(float);
    fullSize += sizeof(int32_t);
    fullSize += sizeof(int32_t);
    fullSize += sizeof(float[2]);
    fullSize += sizeof(int32_t[MaterialCount]);
    fullSize += sizeof(unsigned char);
    return fullSize;
}


void ConeObstacle::print(std::ostream& out, const std::string& indent) const
{
    int i;

    out << indent << "cone" << std::endl;

    out << indent << "  position " << pos[0] << " " << pos[1] << " "
        << pos[2] << std::endl;
    out << indent << "  size " << size[0] << " " << size[1] << " "
        << size[2] << std::endl;
    out << indent << "  rotation " << (angle * RAD2DEGf) << std::endl;
    out << indent << "  angle " << sweepAngle << std::endl;
    out << indent << "  divisions " << divisions << std::endl;

    transform.printTransforms(out, indent);

    out << indent << "  texsize " << texsize[0] << " "
        << texsize[1] << std::endl;

    const char* sideNames[MaterialCount] =
    { "edge", "bottom", "startside", "endside" };
    for (i = 0; i < MaterialCount; i++)
    {
        out << indent << "  " << sideNames[i] << " matref ";
        MATERIALMGR.printReference(out, materials[i]);
        out << std::endl;
    }

    const PhysicsDriver* driver = PHYDRVMGR.getDriver(phydrv);
    if (driver != NULL)
    {
        out << indent << "  phydrv ";
        if (driver->getName().size() > 0)
            out << driver->getName();
        else
            out << phydrv;
        out << std::endl;
    }

    if (smoothBounce)
        out << indent << "  smoothBounce" << std::endl;
    if (driveThrough)
        out << indent << "  driveThrough" << std::endl;
    if (shootThrough)
        out << indent << "  shootThrough" << std::endl;
    if (ricochet)
        out << indent << "  ricochet" << std::endl;
    if (!useNormals)
        out << indent << "  flatshading" << std::endl;

    out << indent << "end" << std::endl;

    return;
}


// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
